// This file was created by Filewrap 1.1
// Little endian mode
// DO NOT EDIT

#include "../PVRTMemoryFileSystem.h"

// using 32 bit to guarantee alignment.
#ifndef A32BIT
 #define A32BIT static const unsigned int
#endif

// ******** Start: PivotQuadVertShader.vsh ********

// File data
static const char _PivotQuadVertShader_vsh[] = 
	"attribute highp   vec2  inVertex;\r\n"
	"attribute mediump vec2  inWordIndex;\r\n"
	"attribute mediump vec2  inTexCoords;\r\n"
	"\r\n"
	"// inWordIndex: { horizontal multiplier | vertical muliplier }\r\n"
	"\r\n"
	"varying mediump vec2    TexCoord;\r\n"
	"\r\n"
	"uniform highp   mat4    ModelViewProjMatrix;\r\n"
	"uniform mediump vec3    PivotDirection;\r\n"
	"uniform mediump vec3    Up;\r\n"
	"\r\n"
	"void main()\r\n"
	"{\r\n"
	"\t// Span a quad depending on the texture coordinates and the camera's up and right vector\t\t\r\n"
	"\t\r\n"
	"\t// Convert each vertex into projection-space and output the value\r\n"
	"\tmediump vec3 offset = PivotDirection * inWordIndex.x + Up * inWordIndex.y;\t\t\r\n"
	"\t\r\n"
	"\t// Pass the texcoords\r\n"
	"\tTexCoord = inTexCoords;\r\n"
	"\t\r\n"
	"\t// Calculate the world position of the vertex\r\n"
	"\thighp vec4 vInVertex = vec4(vec3(inVertex, 0.0) + offset, 1.0);\t\r\n"
	"\t\t\r\n"
	"\t// Transform the vertex\r\n"
	"\tgl_Position = ModelViewProjMatrix * vInVertex;\t\r\n"
	"}\r\n";

// Register PivotQuadVertShader.vsh in memory file system at application startup time
static CPVRTMemoryFileSystem RegisterFile_PivotQuadVertShader_vsh("PivotQuadVertShader.vsh", _PivotQuadVertShader_vsh, 847);

// ******** End: PivotQuadVertShader.vsh ********

// This file was created by Filewrap 1.1
// Little endian mode
// DO NOT EDIT

#include "../PVRTMemoryFileSystem.h"

// using 32 bit to guarantee alignment.
#ifndef A32BIT
 #define A32BIT static const unsigned int
#endif

// ******** Start: PivotQuadVertShader.vsc ********

// File data
A32BIT _PivotQuadVertShader_vsc[] = {
0x10fab438,0x58ab55ed,0x30050100,0x2501,0xd363e337,0x2000000,0x20000000,0xd2030000,0x0,0x4000000,0x0,0x9000000,0x2,0x0,0x20000,0x0,0x0,0x4a020000,0x55535020,0x20,0x23e,0x1,0x1,0x0,0x204,0x80,0x2,0x7d,0x0,0x8,0x0,0xffffffff,0x0,0x122000a,0xffff,0xa,0x0,0x0,0x18,0x0,0x0,0x0,0x0,0xfffc,0x0,0x0,0x0,0xffff0003,0xffffffff,0x140000,0x80000a,0x60002,0x0,0x70002,0x100000,0x20002,0x1,0x30002,0x100001,0x40002,0x2,0x50002,0x100002,0x2,
0x3,0x10002,0x100003,0xc0001,0x4,0xd0001,0x5,0x100001,0x6,0x110001,0x7,0x140001,0x8,0x150001,0x9,0xe0001,0xa,0xf0001,0xb,0x120001,0xc,0x130001,0xd,0x160001,0xe,0x170001,0xf,0x180001,0x10,0x190001,0x11,0x1a0001,0x12,0x1b0001,0x13,0x333,0xffffffff,0xffffffff,0x0,0x0,0x4,0x20003,0x10000,0x80010003,0x80018001,0x8001,0x0,0x40000,0x101,0xfd100000,0x2,0x30002,0x80018000,0x80ff8002,0x0,0x0,0x4,0x102ff,0xfa100000,0xe0602a01,0x10e01002,0x2,0x3000d,0x80018001,
0x80018001,0x0,0x0,0x4,0x10000,0x1,0x10001,0x1,0x10001,0x1010001,0x101,0x200fa10,0x1001a080,0x6c5928a1,0x606f020,0x2d5b38ab,0x606f000,0x1a003882,0x10067022,0x470f00a3,0x606f000,0x881138ab,0x606f000,0xc9133882,0x606f000,0x1a1a3882,0x1001701f,0x4a1500a2,0x606f000,0x8b1738ab,0x606f000,0xcc193882,0x606f000,0x1a1c3882,0x1001705f,0x600a2,0x1c000000,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x803f,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,
0x0,0x69500800,0x44746f76,0x63657269,0x6e6f6974,0x4000000,0x203,0x1000001,0x30000,0x69000007,0x726f576e,0x646e4964,0x7865,0x2040300,0x10000,0x100,0x30004,0x705500,0x3040000,0x1000002,0x10000,0x7000304,0x65540000,0x6f6f4378,0x6472,0x2050300,0x10000,0x100,0x30002,0x546e6900,0x6f437865,0x7364726f,0x3000000,0x204,0x1000001,0x40400,0x69000003,0x7265566e,0x786574,0x4030000,0x1000003,0x10000,0x3000408,0x6c670000,0x736f505f,0x6f697469,0x100006e,0x30505,0x100,0x4000001,0xf00,0x65646f4d,0x6569566c,0x6f725077,0x74614d6a,0x786972,0x3160000,0x1000003,0x10000,0xffff100c,0x0,
};

// Register PivotQuadVertShader.vsc in memory file system at application startup time
static CPVRTMemoryFileSystem RegisterFile_PivotQuadVertShader_vsc("PivotQuadVertShader.vsc", _PivotQuadVertShader_vsc, 1010);

// ******** End: PivotQuadVertShader.vsc ********

